Difference between revisions of "Natascha"

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Each bullet fired by Natascha slows hit enemies by a small amount, potentially stacking until the victim's speed is reduced to approximately 113 [[Hammer unit]]s per second (normal walking speed is approximately 300 HU a second). Unfortunately, the bullets are 25% weaker than those of the default Minigun. Enemies hit by Natascha are therefore forced to stand and fight the player, whilst the Heavy will take longer to finish them off.  
 
Each bullet fired by Natascha slows hit enemies by a small amount, potentially stacking until the victim's speed is reduced to approximately 113 [[Hammer unit]]s per second (normal walking speed is approximately 300 HU a second). Unfortunately, the bullets are 25% weaker than those of the default Minigun. Enemies hit by Natascha are therefore forced to stand and fight the player, whilst the Heavy will take longer to finish them off.  
  
It is best to fire the weapon at medium to close range, as the weapon's slowdown does not stack well at longer ranges due to its spread. The slowdown can keep enemies from retreating around corners to reload or prime for retaliation damage. Agile classes such as [[Scout]]s and [[Medic]]s suffer greatly against Natascha, as do enemies who rely on close range attacks such as [[Pyro]]s and [[Spy|Spies]]. Conversely, it not as effective against classes who can deal sufficient damage at long range. Natascha makes a noticeably quieter (yet distinct) sound when spinning, allowing ambushes from around corners easier.
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It is best to fire the weapon at medium to close range, as the weapon's slowdown does not stack well at longer ranges due to its spread. The slowdown can keep enemies from retreating around corners to reload or prime for retaliation damage. Agile classes such as [[Scout]]s and [[Medic]]s suffer greatly against Natascha, as do enemies who rely on close range attacks such as [[Pyro]]s and [[Spy|Spies]]. Conversely, it not as effective against classes who can deal sufficient damage at long range. Natascha makes a noticeably quieter (yet distinct) sound when spinning, making ambushes from around corners easier.
  
 
==Damage==
 
==Damage==

Revision as of 19:38, 28 October 2010

Template:Targeted Template:Weapon infobox

All will fear my giant new gun.
The Heavy on Natascha

Natascha is an unlockable primary weapon for the Heavy. Similar in appearance to the default Minigun, this weapon boasts a jet black ammunition carrier and additional chain belt.

Each bullet fired by Natascha slows hit enemies by a small amount, potentially stacking until the victim's speed is reduced to approximately 113 Hammer units per second (normal walking speed is approximately 300 HU a second). Unfortunately, the bullets are 25% weaker than those of the default Minigun. Enemies hit by Natascha are therefore forced to stand and fight the player, whilst the Heavy will take longer to finish them off.

It is best to fire the weapon at medium to close range, as the weapon's slowdown does not stack well at longer ranges due to its spread. The slowdown can keep enemies from retreating around corners to reload or prime for retaliation damage. Agile classes such as Scouts and Medics suffer greatly against Natascha, as do enemies who rely on close range attacks such as Pyros and Spies. Conversely, it not as effective against classes who can deal sufficient damage at long range. Natascha makes a noticeably quieter (yet distinct) sound when spinning, making ambushes from around corners easier.

Damage

See also: Damage
Range Damage per 1 ammo Critical damage Damage per second
Point Blank 32-36 72 320-360 (Crit: 720)
Medium 3-20 18/36/54/72 30-200 (Crit: 360)
Long 3-6 18/36 30-60 (Crit: 180)
  • Base: 6.75 per bullet
  • Max Ramp Up: 150% (10.125 damage per bullet)
  • Max Fall Off: 50% (3.375 damage per bullet)
  • Bullet Count: 4 per ammo
  • Mini-Crit: 9 per bullet
  • Critical hit: 20.25 per bullet

Note: The Critical hit DPS; long range assumes 1 Crit bullet hits per 1 ammo, medium range assumes 2 Crit bullets hit per 1 ammo, point blank range assumes all 4 bullets hit per 1 ammo. Medium range is defined as the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as battlement to battlement on 2Fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.

Function times

  • Attack Interval: 0.1
  • Windup Time: 1.16

All times are in seconds. Times are approximate and determined by community testing.

Related Achievements

Don't Touch Sandvich
Don't Touch Sandvich
Kill 50 Scouts using Natascha.

Previous Changes

  • The kill icon for Natascha was originally the same as the Minigun. This was changed to its current kill icon in the July 8, 2010 Patch.

Trivia

  • Natascha is referred to as both the Minifun and Ludmila within the game files.
  • The ammo belt is on the right on the world model, but on the left on the view model. This is probably because it was difficult for the player to recognize which Minigun they were using.
  • Bullets fired by Natascha that hit an opponent will prematurely end any taunt that they were performing, including the use of lunch-box items.
  • The revving up sound used for Natascha is the same noise played by the fork lift during the Town crescendo event in the Left 4 Dead campaign, Death Toll.

Gallery

See also